Hey there. Here I create a topic where I will inform you about the progress in mod development.
First I started with improvement of vanilla meshes, so even vanilla map looks better. Expansion mod ( also in standalone mesh-improvement version of mod will also be avaliable 4 download ) will contain about 100-150 improved mesh models ( with standard textures sadly, since I have little to for work ) and mostly will improve most common in game world ones ( barrels, boxes, food etc. )
Reasonable amount of polygons for each model is kept, so the engine should not have problems with performance.
Examples:
[Bild: itemsimro_qrwxhxe.png]
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And here are first tests of Rimy3d automatic skinning ( both correctly displaying and working in-game, tested )
[Bild: skeletons_qrwxhan.png]
Not really final vision of opponent, but to check, what I am capable of
Ergebnis 1 bis 20 von 32
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Geändert von CzarnyAfgan (18.10.2017 um 10:28 Uhr)
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Completely new mesh model of wooden fence - will be placed in selected Inquisition artifact camps, so the vanilla game artifact camp design can resemble more a guarded spot, according to conflict between bandits and inquisition
[Bild: woodenpla_qrwsqap.jpg]
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[Bild: woodfence_qrwqrpe.png]Geändert von CzarnyAfgan (20.10.2017 um 20:47 Uhr)
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Looks really great!!
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Thanks!
First part of mod is going to be released to public soon ( I need some testers btw. ) - it will contain some changes to vanilla map and ( expansion ) map [ but in WIP stage ] aswell.
Some of the new elements are:
- more vanilla, hand placed monsters ( in few spots on map ), really lore-friendly
- several new meshes
- several vanilla monster models with improved mesh detail
- some changes to vanilla monster models ( for example sea vulture with no-wings, or war cricket with no wings either, more resembling Gothic minecrawler )
- new lore-friendly, balanced loot placed
- possibly new, balanced armor types ( I am working on it right now )
- possibility to buy helmets from traders in swamp - leather helmet ( Oscar ), monastery - Inquisition guard helmet ( Karlsen ), town - guard helmet ( Alvaro )
- hand placed inquisition guard patrols in two or three spots of map ( lore friendly )
- helmets for selected NPC ( some NPC's will wear helmets )
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Done:
Hi def version of Giantbug with no wings ( also plated version similar to G1 minecrawler in preparation )
[Bild: giantbugn_qrsqqae.png]
High definition version of rotworm ( tested for more than 20 rotworms simultaneously on scene with no fps loss )
[Bild: rotwormhi_qrsqqqp.png]
Hi definition version of Sea Vulture with no wings
[Bild: vultureno_qrsqqqx.png]
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Okay, I've managed to spawn new ( vanilla ) landscape with working collision ( at the moment as one piece, I will try to divide collision or [ or smth ] I am trying to be performance wise - haha )
[Bild: Snapshot2_qraehwq.jpg]
My observations a the moment:
1. Vanilla materials on newly spawned map won't blend ( any method to make them blend ) ?
2. When I undo select of new Landscape entity, it's literally impossible to select it again to edit it. Any way I can do it ? Typing "DynEntity Show [GUI number]" doesn't select it, so I cannot translate the mesh, or do anything with it.
Any command to select an Entity with specified GUI ?
Regards
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Here it is described how you can achieve texture blending using vertex colors (see also here).
Well the center of the mesh needs to be on screen for you to be able to select it. So just fly away far enough and then select it. (Don't forget to use the mouse wheel to scroll through nearby entities when selecting!)
Another way would be to execute DynEntity GetGuid <Name of the mesh> and then #e = #r1 which also selects the mesh.
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Thanks Baltram ! That works !
Few screens of new land
New mod mood will be more of Gothic-medieval type, so be prepared for huge castles!
Screens:
Hardcore WIP!
[Bild: Snapshot2_qrqrqss.jpg]
Here fighting skeletons in tight castle staircases
Atm. I am struggling with display-bug of some new-meshes, which display in black depending on the camera angle - anyone know why ?
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Atm. I am working hard assigning materials and fixing errors in 3d meshes. Still some faces need to be flipped and fixed. I think I will upload working part. 1 for testing at the end of the current month ( I have little time 4 work ), so I will need some testers, who can send me a P.M. or write here.
Some SS
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First part of mod will contain: full new map, but blocked with some rock 3d meshes, so players would not go into unfinished areas of map.
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Some work from yesterday:
[Bild: WIPjpg_qxppaer.jpg]
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Hope you'll not give up with your project same as the previous one
Good luck! Maybe you will create a good modification. If it'll succeed, I'll return to the first Risen
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This time it will be finished, you will like it
Little time, but work is going forward
[Bild: Snapshot2_qxhphrh.jpg]
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Geändert von CzarnyAfgan (11.11.2017 um 14:51 Uhr)
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Sounds great! But I have only one question:
Mod will be available in Polish?
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No, the only language will be English ( of course until someone wants to translate it ) If you find a team of translators, there you will get your localization.
Btw. I am polish too
There will be no much of spoken-dialouges in game. It will be more of exploration + fighting mod + simple, yet interesting plot count mainly via letters found on dead people across the island.
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If the English you'll use in your mod won't be very complicated - I can translate it.
Hope that my english isn' t bad and it's good enought to translating
PS: I guessed your're from Poland simply by your nick
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Some landscape scene
[Bild: Snapshot2_qxrsehq.jpg]
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I have less time to work this month ( but next month will be ok again ) , so only little SS this time
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